Daigo Game
Design for the real audience behind the wishlists
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Once upon a time
Overview
Cricket: Jae’s Really Peculiar Game was a passion project with unique visuals and battle systems, but it underperformed at launch with our target audience. I analyzed the problem and proposed a low risk, fast to build game aimed at our unexpected existing audience instead of chasing a niche demographic
One day
The Problem
​​Wishlist ≠ Revenue:
​​Poor conversion between wishlist and sales.
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​Demo design flaw:
A 20-minute demo did not draw players at conventions
​​Brand confusion:
​The name and marketing didn’t stand out. “Cricket” was unsearchable.
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Something fast, low-budget, and capable of turning passive fans into paying players.
​​Studio needed a win:

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According to social media insights, women in their 20s - 30s are our top viewers, not our original target demographic
We were not reaching our intended audience, but we were reaching someone.
The opportunity was clear:
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Build for them
And because of that
Hypothesis
There is a genre and art style mismatch which is confusing the audience
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Women in their 20s - 30s might be drawn to the art but not the genre
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Our target audience might see our art and not understand the game was made for them
Insights & Market Trends
I was aware there was an uptick in cozy games and female gaming influences in the recent years.
46% of gamers are female, up nearly 10% over the past decade and the average age of female gamers is 32.​
Entertainment Weekly
Iona, 30, is a full-time gaming video creator who shares cosy game reviews to her online audience. Out of her 136,000 YouTube subscribers, 75% are listed as female
Cosmopolitan
There is an increasing popularity of cozy, low-stress titles, with Google searches for “cozy games” reaching an all-time high in 2024​
My journal courier
As the gaming industry expanded to include more low-pressure experiences, the percentage of women identifying as gamers rose over the past decade.
Market Analysis
Games did not always have to be big and ambitious to succeed

These games are accessible, visually memorable, and light on mechanics while rich in emotion, humor or charm.​
Competitive Analysis
I also did a competitive analysis between our game and the game next to us that gathered a lot of attention during PAX.

​​Extremely Powerful Capybaras nailed marketing
Used high reward merchandise and quick demo. They gained a lot of attention during PAX.​
​However
they lacked long term player satisfaction, polish and post launch support.
Cricket: Jae’s Really Peculiar Game struggled to attract players
many did not finish the demo.
the developers put a lot of care into player satisfaction and just struggled to properly market the product.
However
Goal
Create a quick-to-play, visually appealing, and easily marketable game that aligns with our audience who are already engaging with the studio.
And because of that
Ideation





Daigo Snake Game
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Play as hand (snake) trying to pet Daigo (shiba inu)
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Simple hide-and-dodge mechanic using furniture and dog toys.
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Matches existing studio aesthetic and humor.
Timeline Estimate: 4-5 months
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Save time on character design
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Easy animation with simple assets
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Use existing game engine
Cheap to make, quick to make,
low risk, potential high reward.
Reasons
​​Build a fast, marketable experience while using studio's strengths
Polish, bug-free, strong animation, and audience engagement
​Use the studio mascot
No need to design new characters
​​Evokes humor and relatability
Shibas avoiding pets is a universal internet truth
​​Unique name
"Daigo" returns clean in Steam search
​Instant merch appeal
Stickers, plush, shirts are low cost marketing.
​​Built for convention demo
5-10 minutes to test game
​​Art style consistency with studio's existing work
Appealing visual continuity
Until Finally
First Prototype
We tested with four players 2 male, 2 female aged 29-35
​"You have something here"
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All players played through the entire 9 levels, each took about 5-10mins.
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All players found the core mechanic satisfying.
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Some players felt controls felt chunky.
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Some players wanted more humor.
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Both female players expressed they would pay for this game.
You can’t force an audience, but you can listen and pivot
Constraints
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The initial prototype was tested with a broader, non-target demographic
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Time and budget
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Split attention: with multiple projects we couldn't fully commit all our attention to this game.
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Studio closure resulted in halting this project.
What I'd Improve
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I would have liked to test with the target demographic.
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Would have liked to see this through, continue to test and improve with user feedback.
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I would have liked to market the game, see how much traction we can gain as we built the game.